#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// Parameters:
//
//   sampler2D tex;
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   tex          s0       1
//

    ps_2_0
    dcl t0.xy
    dcl_2d s0
    texld r0, t0, s0
    mov oC0, r0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif

const BYTE g_ps20_passthroughps[] =
{
      0,   2, 255, 255, 254, 255, 
     33,   0,  67,  84,  65,  66, 
     28,   0,   0,   0,  75,   0, 
      0,   0,   0,   2, 255, 255, 
      1,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
     68,   0,   0,   0,  48,   0, 
      0,   0,   3,   0,   0,   0, 
      1,   0,   0,   0,  52,   0, 
      0,   0,   0,   0,   0,   0, 
    116, 101, 120,   0,   4,   0, 
     12,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 112, 115,  95,  50, 
     95,  48,   0,  77, 105,  99, 
    114, 111, 115, 111, 102, 116, 
     32,  40,  82,  41,  32,  72, 
     76,  83,  76,  32,  83, 104, 
     97, 100, 101, 114,  32,  67, 
    111, 109, 112, 105, 108, 101, 
    114,  32,  54,  46,  51,  46, 
     57,  54,  48,  48,  46,  49, 
     54,  51,  56,  52,   0, 171, 
    171, 171,  31,   0,   0,   2, 
      0,   0,   0, 128,   0,   0, 
      3, 176,  31,   0,   0,   2, 
      0,   0,   0, 144,   0,   8, 
     15, 160,  66,   0,   0,   3, 
      0,   0,  15, 128,   0,   0, 
    228, 176,   0,   8, 228, 160, 
      1,   0,   0,   2,   0,   8, 
     15, 128,   0,   0, 228, 128, 
    255, 255,   0,   0
};
